﻿
Shader "Hidden/Tex2dArayToTex"
{
	Properties
	{
		//_MainTex("Texture", 2D) = "white" {}
		 _MainTex("Texture Array", 2DArray) = "" {}
		 _Index("Texture Array Index", Range(0,4)) = 0
	}
		SubShader
	{
		// No culling or depth
		Cull Off ZWrite Off ZTest Always

		Pass
		{
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag

			#include "UnityCG.cginc"

			struct appdata
			{
				float4 vertex : POSITION;
				float2 uv : TEXCOORD0;
			};

			struct v2f
			{
				float2 uv : TEXCOORD0;
				float4 vertex : SV_POSITION;
			};

			v2f vert(appdata v)
			{
				v2f o;
				o.vertex = UnityObjectToClipPos(v.vertex);
				o.uv = v.uv;
				return o;
			}
			UNITY_DECLARE_TEX2DARRAY(_MainTex);
			int _Index;
			//sampler2D _MainTex;

			fixed4 frag(v2f i) : SV_Target
			{
				//fixed4 col = tex2D(_MainTex, i.uv);
				return UNITY_SAMPLE_TEX2DARRAY(_MainTex, float3(i.uv.xy, _Index));
		
		}
		ENDCG
	}
	}
}

 